Murphy's Laws of Combat
· A "sucking chest wound" is nature's way of telling you to slow down.
· A clean (and dry) set of BDU's is a magnet for mud and rain.
· A Purple Heart just goes to prove that were you smart enough to think of a plan, stupid enough to try it, and lucky enough to survive.
· Air defense motto: shoot 'em down; sort 'em out on the ground.
· Airstrikes always overshoot the target, artillery always falls short.
· All 5-second grenade fuses will burn out in 3.
· All-weather close air support isn't.
· All-weather close support doesn't work in bad weather
· Ammo is cheap; your life isn't
· Anything you do can get you shot, including doing nothing.
· Armored vehicles are bullet magnets, a moving foxhole that attracts attention
· As soon as you are served hot chow in the field, it rains.
· Beer math: two beers times 37 men equal 49 cases.
· Body count math: Two VCs plus one NVA plus two pigs equal 37 enemy KIA.
· Cluster bombing from B-52s and C-130s are very, very accurate -- the bombs always hit the ground.
· Combat will occur on the ground between two adjoining maps.
· Communications will fail as soon as you desperately need fire support .
· Density of fire increases proportionally to the curiousness of the target.
· Don't ever be the first, don't ever be the last and don't ever volunteer to do anything.
· Don't look conspicuous; it draws fire. (For this reason, it is not at all uncommon for aircraft carriers to be known as bomb magnets.)
· Equipment will be damaged in direct proportion to its cost Courtesy of Rik Hill
· Every command, which can be misunderstood, will be.
· Everything always works in your HQ, everything always fails in the colonel's HQ.
· Exceptions prove the rule, and destroy the battle plan.
· Field experience is something you don't get until just after you need it.
· 'Flies high, it dies; low and slow, it'll go.
· For every action, there is an equal and opposite criticism. (in boot camp)
· Fortify your front; you'll get your rear shot up.
· Friendly fire isn't.
· If at first you don't succeed call in an air-strike.
· If enough data is collected, a board of inquiry can prove ANYTHING.
· If it's stupid but works, it's not stupid.
· If only one solution can be found for a field problem, then it is usually a stupid solution.
· If the enemy is in range, so are you.
· If the Platoon Sergeant can see you, so can the enemy.
· If you are forward of your position the artillery will always fall short.
· If you are short of everything except enemy, you're in combat.
· If you build yourself a bunker that's tough for the enemy to get into quickly, then you won't be able to get out of it quickly either.
· If you can't remember, then the Claymore IS pointed at you.
· If you can't see the enemy, he still may be able to see you
· If you take more than your fair share of objectives, you will have more than your fair share of objectives to take. · If your attack is going well, then it's an ambush.
· If your flank march is going well, the enemy expects you to outflank him.
· If your positions are firmly set and you are prepared to take the enemy assault on, he will bypass you.
Murphy's Laws of Combat 2                                        Murphy's Laws of Combat 3
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